Arnoldio wrote:What wicca said.... flags are retarded, but so far its all we got.
Flags represent objectives, and those are what armies fight for or defend. All war is usually something to do with economics. Even if its sold as an ideological struggle the objectives are always focused on economic targets as well as military ones.
What is the purpose of modern war? To render the enemy incapable of fighting, usually. This is done not by simply meeting in the field and having our armies kill each other like its the middle ages. Its fought over economic and military targets which troops and assets are deployed around.
There is no war without objectives and if we didn't have flags, or some different but identically purposed concept, then the game would be stupid.
TheComedian wrote:Don't we have mortars for just that reason? To counter static defenses? There is no emplacement that is immune to mortar fire.
Mortars aren't perfect, and mortars themselves are a static defensive emplacement, so really what you could really have is small groups of guys moving around actively looking for the mortar sites, while the bulk of your force sits in hiding to avoid getting marked.
See being in a good ambush position actually means YOU get call the mortars first. You call mortars, as soon as the first round falls you open fire. You do maximum amount of damage, and if you don't destroy the enemy outright you immediately withdraw to avoid being counter-mortared. The key is to be the first one to see the enemy, which is a helluva lot easier if you're prone and hiding than upright and moving.
This is classic guerrilla style warfare, the kind you fight when there are no objectives other than 'kill the enemy'. Being on the move makes you a target, but being in a known and obvious defensive position does too. However being in a built up area affords you some protection or being in dense foliage denies totally accurate fire. Every defensive position can be broken, which is why you move on and withdraw before that happens.
Mortars would have to be on the move too because they would get isolated and hit eventually and then there'd be a gap in mortar cover.
However given the limitations of this game a purely infantry based game would mean that there would be situations where you wouldn't be able to break the enemy easily. Maps like Gaza and Asad Khal demonstrate this. Despite objectives, the map basically bottlenecks you into a ridiculous firefight that is definitely uphill for one side and is very disproportionately costly. With assets in play however a lack of proper cover guarantees the infantry fight is null and void.
If the gameplay is to be changed a new approach to map-making must be taken:
- Less natural cover
- Some sturdier FOB emplacements (so mortars spam would be less efficient and won't destroy the FOB outright)
- A possible defensive position must have atleast 3 ways to be broken
Less natural cover would be retarded. As it is PR doesn't really cover the full extent of realistic cover you'd find in forest and woods. In reality there would be MORE enterable buildings than we usually have. So to reduce this would really be a step away from the basis of this mod which is 'reality'.
All this stuff sounds like the kind of contrived map design you see in games like CoD and Counterstrike. You have narrow bottlenecks and pre-determined routes of approach. In DoDS there were always 3 ways to a flag. You knew it, it was the basis of design.
What is so appealing about PR and games of its ilk is the true to life way that you can approach from any direction you want to. Some are smart, some are not. Still there is the need to ensure that its not impermeable, but thats not the same as contriving an impossible to defend position to encourage an artificial amount of movement, which itself is not smart unless there is a purpose to it, like moving to an objective.
I get it, people like the idea of freedom. But no army deploys giving its men total freedom. Even when Sherman was doing his march to the sea and burning crops and barns and tearing up railroads, given total reign in that area, he had a set area where he was to operate, and that itself was around the idea of an objective, to deny economic viability of the region to the Confederacy.
I like the idea, but to say we shouldn't have objectives is to totally fail to recognize the purpose of all military action and of training. The idea of fighting freely without objectives is saying we might a well be making squad based deathmatch. Deathmatch is synonymous in gaming with 'tards'. Without objectives we will become as spammy and annoying as the kinds of players we're all whiny about in other threads.
I'm all for new ideas, and if someone can come up with a more organic way to implement what flags do in PR I'd love to give it a shot, but I KNOW that stripping away all objectives from a game would mitigate the whole purpose of representing realistic military operation.
End Opus.